Combat Medic Archive
Thread: Confused on the call for a nerf
Ok i am a little perplexed at the large call for a nerf on the Combat medic class..People complaing on the fact that we don't even shoot a gun to kill them and such...but i find the logic here a little flawed.
First off we require as many skillponts as a Commando to master. I frequently see commandos 1 shot people and nothing is every though of it. Now when i poison someone and they kill me, but then die afterwords from it there is a problem.
We are a combat class, its even in our name. We should be feared in combat as much as the simpler classes such as pistoleer as it requires more skillpoints to become a CM but our ehanced point cost also covers our healing capabilites.
Secondly as most combat classes by weapons we are using crafted items that ned to be continuosly replenished. Its more than viable for us to run out and die from having to restock our hotkeys our whatever then say a carbineer losing his gun.
I truley feel that this call for a nerf is uneeded and improperly analyzed..now i know i may be flamed for this statement, but if someone wants to give me a rebuttle please put thought into first and not indiscriminatly complain
The problem is centereted around AOE Mind Poison (best dmg type in game) which often leads to 1 CM incapping and killing 6 players at once. This isn't always the case, but it's very possible, especially when the AOE Mind Poison is used in / around buildings or other LOS blocking objects (smart tactic, however combined with the Str of the poison allows CMs to kill lots of people with low risk to self). I've only had this game for a bit like 6-7 weeks, but I've seen this done 10-12 times already, sometimes even in the open (kiting and applying poison again if they are lucky enough to heal it).
There are problems with DOTs anyways which Devs are looking at fixing, such as not being resisted at all by resist (this is the case for guns anyways).
I'm sure you'll see less of an outcry for nerf now and soon to come as SOE is implementing a minor mind healing. What it's looking like on the test servers is it's heal is good, however, it does 45 dmg to each of the healer's mind stats. This allows for some healing of mind, but it's no where as good as Health/Action heals since it can only be used in a limited fashion.
This will help all players - mind dmg dealers or not.
There is/were also issues with disease, often used to simply "grief" players (view of many, although sometimes it has tactical use).
herculewhodaman wrote:
Ok i am a little perplexed at the large call for a nerf on the Combat medic class..People complaing on the fact that we don't even shoot a gun to kill them and such...but i find the logic here a little flawed.
First off we require as many skillponts as a Commando to master. I frequently see commandos 1 shot people and nothing is every though of it. Now when i poison someone and they kill me, but then die afterwords from it there is a problem.
We are a combat class, its even in our name. We should be feared in combat as much as the simpler classes such as pistoleer as it requires more skillpoints to become a CM but our ehanced point cost also covers our healing capabilites.
Secondly as most combat classes by weapons we are using crafted items that ned to be continuosly replenished. Its more than viable for us to run out and die from having to restock our hotkeys our whatever then say a carbineer losing his gun.
I truley feel that this call for a nerf is uneeded and improperly analyzed..now i know i may be flamed for this statement, but if someone wants to give me a rebuttle please put thought into first and not indiscriminatly complain
sure, why not I'm already in Flame hell.Here are some things that would cause the nerf bat to swing at the CM profession
Our poisons may be slow on damage, and yes we do need to craft them all the time spending months searching for the resources neededto craftthe advanced components. But no other profession can potentialy kill 40 people or creatureswith 1 shot. I am not sure on how well granades work, but how many people are even seriously damaged by them. And even if one granade could kill 40 people, it is still crafted by a seperate profession. Some of the heavy weapons used by commandos and BH have limited charges as well, but they need to run toa weaponsmith every time they run out. We have the tools and technology to craft our own weapons and can controll how much damage they can do, how far we can throw them, and how often they will be resisted and the only limiting factor is the resources we can find.
Some may argue that doctors have cure and can counter our poisons. They can to a limited extent, but our AoE will end up incapping most who run to a doctor for help. Also, there is nothing to stop us from reapplying the poison as soon as a doctor cures it. This is a bit one sided, there is almost no defense against our primary attack. There is no armor or equipment that can reduce the damage done by a poison once it has been applied. There is the rare and random skill tape drop that will enhance your poison resistance, but all a CM would have to do to make an increase in the poison potency and that person is incapped again.
The "nerf" was not intended to be a nerf, but a fix for problems that CM's had and for new issues that came up in the patch. It was a fix for the Item decay on death, so the noobs fighting capper spinflaps would not constantly get incapped from the poison the creature now has thereby destroying all the noob's gear. Also this tactic would be abused by CM's in PvP to destroy the gear worn by opposing forces. Another thing fixed is the problem with looting a all poison kill. Also there was no more need for the "grace period" on poisons after a person was incapped, so it was removed. One other thing that may be tied into it is that we get faction points on NPC missionswhen poisons are used.
hehe 40 people would be possible I suppose, just not likely. That'd be a funny screenshot or movie, 40 people running around with poison on them panicing. =P I think the most people I've seen hit with a single AOE poison was around 12 + pets, they were grouped so fairly close to one another.
As for grenades, they aren't that great. That's what commandoes say and since they don't use them I believe them. The times I've seen them used, they looked like they had a much smaller area of effect than CM AOE Poison.
Sure it is a change but it seems your (origional post) is simply making a comparison to another profession in determiningif a nerf should happen. Personaly I am not sure I like a straight forward compairison. If forced to do it I would rather change the other DOTs. That flame one really gets me. I think it is too powerful and that should be change and could be changed in the same way which would seem appropriate to me.
The arguments about greefing is one area that seems to concern me more. I really hate griefing and hate to see any change even potentialy make griefing easier or more common. I really hope they can find ways to elimite or at least minimize griefing. And maybe this isn't a good idea for that reason but I am still unsure on that one.
Well to me it just seems like for every "fix" they try to put in, they have to "fix" three other things.
So they want to put in degradation of equipment on incap, but then we cannot have people getting incaped anymore because they will have epuipment degredation. You see the paradox?
This is not the way to fix the problem, it is a way to quiet the masses, it is a way to coax more money out of people, these are all things that could be handled in different ways.
While this is a "fix" it is a bad one in my opinion and will lead to a ton of further bugs, issues and more problems when it hits the live server. When you open it up to the masses you know the true weaknesses of this system are going to become apparent. Things that Kave and the other CM on test could never fathom will be everyday instances. Wait and see, it has been this way for almost every "fix" they put in the game.
bcasey03 wrote:
Fire is unhealable yet commandos are "performing as intended." Why should we suffer because people choose not to become doctors? When my PA fights we bring plenty along so we can heal each other. And if 40 players are sitting like fish in a barrel then they deserve to all get poisoned.
a cure for the fire dot is being worked on FYI
What i cannot honestly comprehend is, were these issues NOT addressed and "balanced" in beta testing? Every week there is a new nerf or a new bug or a new fix coming to this profession or that profession. It honestly makes my head spin. Are we all still beta testing for Sony? I expected a much smoother game than I have paid for. I played Everquest for 3 years, another Sony game, and expected frankly alot more from this game.
The hybird professions seem to be watered down week by week. So what is the point of becoming one if your constantly handed a weaker version of your original character? I am honestly considering dropping my CM skills and raising my Doctor skills. (something someone wanted me to do, I didn't listen...you know who you are...smile)